Quick Facts

The DMR (Designated Marksman Rifle) is an M14 AIM with an 8 - 12x zoom optic, added cosmetic bipod, and cosmetic pistol grip, which makes it an intermediate weapon between a sniper rifle and an assault rifle for sniper support with recon squads. Its two levels of zoom, semi-automatic firing mode, large capacity magazines and ability to be used with NV Goggles makes this weapon one of the most sought after rifles for snipers in DayZ.

Being derived from the M14 AIM makes these weapons share ammunition. In fact, the same magazine is used on these weapons. This also means that both have the exact same stats. While the M14 AIM is used as a battle-rifle in close quarter environments, one could also carry a DMR for engaging targets at long range. DMR Mag. can be converted into four 5Rnd. M24 by right-clicking on the magazine in your inventory. Four 5Rnd. M24 can also be converted back into a single DMR Mag..

When aiming down the DMR's scope, you can see a number of dots across the crosshair. These are called mil-dots, and are used to zero the rifle at long range. To zoom in while using the scope, hold the right mouse button (default key mapping). Note that with two different zoom levels, the zeroing of the center and mil-dots vary for each setting. Also keep in mind that while holding RMB, your character holds their breath for better accuracy for a couple of seconds. Holding your breath for too long causes some weapon sway. The key for holding breath can be remapped.

A test has shown these results to be true:

At zoom level 1:

Center: Zeroed at 125m

Mil-dot -1: Zeroed at 400m

Mil-dot -2: 650m

-3: 800m

-4: 975m

-5: 1075m

At zoom level 2:

Center: 350m

Mil-dot -1: 475m

Mil-dot -2: 550m

-3: 600m

-4: 700m

-5: 750m

That means that when your target is closer than 125 meters to you, you should shoot a little bit lower then the target, otherwise you'll miss. This is a common mistake of inexperienced snipers; they shoot directly at their target, and when they miss, they start shooting even higher.

The weapon's scope reticle can also serve as an improvised rangefinder to estimate the distance to the target.

At zoom level 2, a standing 1.8m target will be:

1000m: 2.00 mil-dots

900m: 2.22 mil-dots

800m: 2.50 mil-dots

700m: 2.86 mil-dots

600m: 3.33 mil-dots

500m: 4.00 mil-dots

400m: 5.00 mil-dots

300m: 6.67 mil-dots

200m: 10.00 mil-dots

Remember that a crouched target will appear as half that height in the scope. You can also use the horizontal mildots to determine the distance to a prone target.

Also keep in mind that people carrying this kind of weapon are rarely out there for killing zombies, they are more likely out to kill other players.

In Lingor Island, the DMR is zero-able just like the M24, making it far more accurate.

Ran another test.
It's no mystery that the damage drops the farther your target is. ArmA2 trows a deceleration on the bullet, thus degrades the damage. But exactly how the damage is calculated?
Well, I don't know the deceleration of the bullet along the XY coordinates, but I believe it is constant, for simplicity's sake. So here's the result
At and beyond 700m, I can confirm via ArmA2 The Shooting Range test that the damage of this weapon always drops below 4,5k, so, maybe the blood damage diminishes by 5 for those 8k every meter your target is away from you, like if it is only 112m away, he will suffer (8000-112*5=) 7440 in damage. ArmA 2 also simulates different muzzle speeds every time you shoot your gun, which is also true to reality, using normal ammo.

Notes: The standard soldier on the game can withstand damage equivalent to 4,5k of "blood", so, if it takes 5 bullets of G17 to kill a zombie, the soldier in ArmA 2 will take 5 shots to the body to be killed.
Although the bullet is not modeled in game, meaning you can't see one flying by, they do have a trajectory. The bullet, unless it is a tracer, is just a geometrical point (x, y, z coordinates) with vectors describing velocity in those coordinates, and it does fly around the map, so it has a parabolic trajectory, meaning it will travel more than the linear distance from you to your target. What it all means is that those calculations I did are gross estimatives.

+7-

By bK- on 2012/07/06 at 1:16pm

I thought the DMR was initially sited to 300meters from the center. Then each mill dot below the middle is representative of 100meters increments.

+6-

By wartzilla on 2012/07/22 at 3:33am

This is also the only zoom-capable sniper rifle that is compatible with NVGs. M24, M107, AS50, CZ 550 are all unable to use NVGs when scoped.

M16 ACOG is also compatible, but it is not comparable to the sniper rifles.

+4-

By SmilingBandit on 2012/07/29 at 1:02pm

While strolling the northern lands in solitude at night the following set of weapons has proven to be quite effective:

a DMR for first round hits at 400m+

a M14 AIM for fast paced action

a M9SD for not waking up the neighborz

Both primary weapons - DMR and M14 AIM - are powerful and use the same magazines. This allows to carry less magazines (which can be found everywhere) and use the saved space for other important things (like cooked meat).

+3-

By AtotehZ on 2013/02/06 at 11:21am

Seeing another post here I had to write this.The undisputed best night combo is a DMR for range and an M4A1 CCO SD for close quarters. When you have these 2 weapons your pistol practically becomes obsolete.

They both have extremely common ammunition, often found in crates 10x mags at a time. They can be found almost everywhere.

+3-

By EvilJawa on 2012/09/30 at 3:48am

Best sniper rifle in the game, amazingly accurate, high damage, low noise, large clips and fast firing. cant ask for more.

Edited by EvilJawa on 2012/09/30

+3-

By Teddy on 2012/09/12 at 8:38am

Great, reliable, low recoil fast firing accurate sniper. Not too big, so not too easily to spot on a wookies back, green paint makes it even better, ammo is quite common.
Best thing clearly is that it works with NVG's. I'd give my AS50 away for, no doubt.
Great combo with M14, as these two guns share ammo and shoot similar. Skill with them on some shooting ranges, you will be great vs Z's and players. :)

+2-

By VideoGames on 2013/03/16 at 12:17pm

At first I disliked this weapon because of its inability to zero and relatively low damage compared to certain other rifles (you can tell I was spoiled by M107 and AS50), but as time has gone on, I have started to love it.

The green furniture, compatibility with NVGs, and commonly-found magazines are all great features. Even though headshots are sometimes required for instant kills, the incapacitation and easy follow-up shots make that a moot point. I'm at the point now where I wouldn't drop it for an M107.

+2-

By termina33 on 2012/09/19 at 3:22am

In a fire station in Elektro and had a M16 M203 and a M4 CCO SD and found a DMR, was gonna make room in bag but the server went down before I could pick it up. FML.

+2-

By sinigang93 on 2012/07/14 at 4:51pm

bK-, take it into the range. The article is definitely incorrect. I ran ballistics on this gun and threw together a few charts.
The first level of zoom is zeroed at 100 meters, and the mildots for the first level of zoom correspond to exponentially decreasing intervals. This of course makes sense because the vertical position function of the round decreases to the second power, while the mildots are a standardized angle variation, and thus refer to linear distance increments at range. The result of this is that at the first level of zoom, mildot 1 ranges to 400m, 2 to 650m, and 3 to 800. Round velocity at impact is 850m/s for 100 meters, 732 for 400m, 644 at 650m, and 600 at 800m. Round damage is of course dependent upon velocity.
The second level of zoom is zeroed at approximately 350 meters. With a more powerful zoom, each mildot necessarily correlates to a lesser angle. Mildot 1 zeroes at 500m, 2 at 550, 3 at 600, 4 at 700, and mildot 5 places shots between 750-800 meters. Bullet velocities fall within the previously stated ranges, and for reasons of parsimony I shan't elaborate here.
An interesting feature of the DMR scope is that the mildot system allows for an improvised system of aiming. Generally, this is because a 1.8 meter tall player will of course look to be different sizes against the mildots at various ranges. For example, at 200 meters, at the second level of zoom (as all of these are calculated at), a player will stand 10 mildots tall. Similarly, 300 meters corresponds to 6 mildots tall, 400 to 5, 500 to 4, 600 to 3, 700 to 2.7, and 800 to 2.2.
This would conclude my modest offering. Happy hunting!

+1-

By GraduateArc8298 on 2013/04/18 at 4:20pm

I love this sniper i killed an entire helicopter full of people in one mag it is very reliable and ammo is easy to find the only downside is the sheer availability of the weapon to players it is a commonly overused weapon commonly used by snipers that camp airstrips and camps.

+1-

By T3chn0The0ry on 2013/03/26 at 7:53am

I ALWAYS use the DMR for a sniper, i'd take this bad girl over an AS50 any day.

Edited by T3chn0The0ry on 2013/03/26

+1-

By Mango on 2013/03/23 at 7:29am

According mil-dot.com the information about using mil dots for range estimation is not correct:

This Gun is Great especially in Lingor it has a higher drop rate there. As well as its high power one shot kill. It is the only gun that can zoom in while using night vision, In my opinion this is the best bet when dealing with Sniper Rifles.

+1-

By Max on 2012/09/18 at 1:35am

It is worth noting that you can zero the DMR just like you can the M24 on the Lingor Map.

+1-

By biscuitsakimbo on 2012/09/02 at 7:21am

We found a DMR once, but my partner tried to store it in an ACU, which always eats it. BE WARNED

+1-

By ClydeFrog on 2012/08/13 at 3:09am

I've found this weapon to be amazing. I spotted an enemy sniper, crouched, outside of Elektro at 650 meters away. I took 3 shots before my first one even reached the target and all 3 shots hit him before he could even move. Downed him, 3 shots, 3 hits and they were all released from the weapon before the first hit him. It was quite an exhibit of spectacular shooting and a display of reliable weaponry. I died shortly after that event, but just found another one in the NWAF -Southern Barracks. Waiting for my squad tonight and going to test it in some squad play. GREAT WEAPON!

I have yet to have an experience using NVG with this weapon system. I will keep you guys updated.

In terms of Weapon Layout, I like to keep the MP5SD6 in my Backpack. The SMG has proven to be capable in downing Zeds and players alike. I, unfortunately, have resorted to shooting on sight in close quarters as my attempts of saying "don't shoot" while i kill the zombies attacking him have proven to be poor life choices for myself.

UPDATE: I had my DMR, went prone under a tree and then switched servers because that one was glitching. Then when i joined the new server, it spawned me on the coast... i took 3 steps and then was 1 shotted. Lost the DMR... BUT, then later that night within about 4 hours of play, my friend and i spotted a crashed huey and i found another one. Jesus, i'm one lucky B*stard

Edited by ClydeFrog on 2012/08/13

+1-

By Thaua on 2012/07/21 at 2:38pm

Indeed, sinigang93. You've made me interested in that ArmA 2 Weapons Range. I've updated the article, now it also contains zeroing for both zoom levels and an improvised rangefinding technic. Just hopes nobody uses it against me...

I'd like to ask the approval of a Screenshot i've uploaded to this article. Although I've written some things on it, It contains all the rangefinding/zeroing information for the scope and can be really handy.

I'd also like to ask the deletion of some edits i've made to this page. Just minor aesthetic changes. Also, a Preview Page before posting button would be really nice.

+1-

By SatiX on 2012/07/11 at 1:31am

7999 dmg/per hit

+0-

By Lefik on 2013/02/15 at 6:12pm

I've had a lot of experience with this rifle, while some call it one of the best weapons in the game, I find it can be very difficult to use in some situations (close quarters and sniping beyond 700m).
Be wary of close quarters engagements, this rifle's scope has too much zoom to aim accurately when firing shots in quick succession, and the rifle's length can be a little clumsy at times. You should also take care when sniping beyond 600-700m (NWAF comes to mind for me), While the rifle has great accuracy in comparison to most of the other weapons, it does not stand up against the other sniper rifles, and can make shooting targets at long range difficult.

The DMR also has an incredibly useful knockout ability. I've knocked out people at 400m just by shooting them in the chest, this makes it extremely easy to finish them off.

Despite the faults, this is one of the best all-round rifles in the game. Perfect for any single weapon loadout.

+0-

By Boscar-the-BA on 2013/01/24 at 9:15am

How many shots does it take to destroy a vehicle?

+0-

By experiment123 on 2012/11/27 at 11:15am

I always prefer the DMR for night missions because it can actually be used with NVG's and it's really quiet so it doesn't give away your position as easily.

+0-

By fletchernut on 2012/11/03 at 11:32am

yeah

Edited by fletchernut on 2015/11/18

+0-

By GuideZ on 2012/08/13 at 9:05am

By "Audible range: 180m", do you mean range by which a Zombie will hear you? I am about to start the mini-series on all the guns in games at the DayZ Guidez channel, and so far in testing I know that even the M9 is very easy to hear from 400m away.

+0-

By Thaua on 2012/07/22 at 6:08am

Tanks to wartzilla for reminding people of that!
You can also edit the article, I'm adding your information to it.